How to retreat or withdraw in Rommel in the Desert

Published in 1982 by Columbia Games, Rommel in the Desert is not a novelty for sure. But it's still a well-designed and very coherent wargame that uses blocks to create an almost permanent fog of war. Most of scenarios can be played within a couple of hours, once the players have caught how to approach enemy units and, when needed, run away from them.

This is where our player's aid comes into action. There are actually many ways to back away from the enemy during a game turn: as an under-control retreat (partial or full) after having fiercely fought the previous turn, or as an opportunistic — if not desperate — rearward movement toward a supply source. Other specifications apply when refusing a battle on the spot, or when an attack leads to a rout. Since our Retreat/Withdraw Moves Summary put all those details in a single table, it should spare you numerous searches into the rulebook.